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Red Dragon Saunas (Pattern:Script Script)
Play this game by pasting the script in https://clementsparrow.github.io/Pattern-Script/src/editor.html
title Red Dragon Saunas
author Toombler and Patrick Traynor
homepage www.puzzlescript.net
run_rules_on_level_start
realtime_interval 0.13
====
TAGS
====
ActiveStatus = Active Inactive
Count = 0 1 2 3 4 5
========
OBJECTS
========
Background
#3F241A #4C3128
00000
00000
00000
01110
01110
Wall
#CC873D #DAAD69
11111
00000
11111
00000
00000
Wall2
#699BD3 #486991
01110
00011
11100
01000
10101
Background2
#131C35 #182544
00001
11100
11000
10011
00010
Fence
gray
.0.0.
00000
.0.0.
00000
.0.0.
LetterS
#CC873D #DAAD69
00111
01000
00110
00001
11110
LetterA
#CC873D #DAAD69
00110
01001
01111
01001
01001
LetterU
#CC873D #DAAD69
01001
01001
01001
01001
00110
LetterN
#CC873D #DAAD69
01001
01101
01011
01001
01001
CustomerRare
#DD602A #D3DDD6
..0..
.000.
01110
.111.
.0.0.
CustomerFreezing
#F2B68C #D3DDD6
..0.0
.0000
0111.
.111.
.0.0.
CustomerBurned
#110D0D
.....
.....
.0...
.00.0
0000.
(
DraconicCustomerRare (wip)
#DD602A #A04620 #FFD800 #D3DDD6
.....
.....
..002
.0000
.001.
DraconicCustomerFreezing
#FF96DA #A86390 #FFD800 #D3DDD6
.0...
.10..
..102
.0000
.1.1.
)
DraconicCustomerRare (wip)
#DD602A #A04620 #FFD800 #D3DDD6
.....
...20
.000.
00000
00.1.
DraconicCustomerFreezing
#FF96DA #A86390 #FFD800 #D3DDD6
.0...
.1020
..10.
.0000
.1.1.
DraconicCustomerBurned
#110D0D
.....
.....
...0.
..00.
0.000
Adventurer
#E29761 #E29761 red green gray
4.0..
4222.
42244
.3344
.3.3.
Employee
#E29761 #E29761 red green gray
4.0..
4222.
42244
.3344
.3.3.
AdventurerFreezing:0
lightblue
.....
.....
.....
.....
.....
AdventurerFreezing:1
lightblue
.....
.....
.....
.....
.0.0.
AdventurerFreezing:2
lightblue
.....
.....
.....
.00..
.0.0.
AdventurerFreezing:3
lightblue
.....
.....
.00..
.00..
.0.0.
AdventurerFreezing:4
lightblue
.....
.000.
.00..
.00..
.0.0.
AdventurerFreezing:5
lightblue
..0..
.000.
.00..
.00..
.0.0.
Sword:directions
darkgray lightgray yellow
.....
.0...
00000
.0...
.....
rot:right:>
DragonTail:directions (TEMP)
red
.....
.....
...0.
....0
.....
rot:right:>
DragonTail:left (TEMP)
red darkred orange
copy: DragonTail:Right |
Dragon:directions (TEMP)
red darkred orange
0....
10.20
.110.
00000
1..1.
rot:right:>
Dragon:left (TEMP)
red darkred orange
copy: Dragon:Right |
SleepingDragon (TEMP)
red darkred orange
.....
.....
00.10
1110.
00000
DragonFire:directions
orange
.....
0..0.
000.0
.0.00
.....
rot:right:>
Wind:directions
white
.....
0..0.
000.0
.0.0.
.....
rot:right:>
HotRock:Inactive
darkgray
.000.
00000
00000
00000
.000.
HotRock:Active
#486991 #486991 orange yellow
21210
12322
13330
02200
20221
Egg:Inactive
brown
.....
..0..
.000.
.000.
..0..
Egg:Active
yellow
.....
..0..
.000.
.000.
..0..
BrokenEgg
brown
.....
.....
.0...
...0.
.00..
BreakableWall
#CC873D
0.0.0
0.000
0.0.0
.00.0
0.0.0
Ice
#6EA0D3 #BFDFFF
00100
01000
00000
00000
00000
Water
#27479E
.....
.....
.....
.....
.00.0
LevelExit
transparent
.0.0.
0.0.0
.0.0.
0.0.0
.0.0.
Revive
yellow blue
..0..
00100
01110
01110
.000.
Fan
gray darkgray
.000.
01110
01110
01110
.000.
SteamBackground:0
lightgray
.....
..0..
.000.
..0..
.....
SteamBackground:1
lightgray
0000.
0000.
.000.
.0000
.0000
SteamBackground:2
lightgray
.000.
..000
0000.
.0.00
.000.
SteamBackground:3
lightgray
..0..
...0.
..00.
.0...
..00.
SteamBackground:4
lightgray
..0..
.....
...0.
.0...
.....
SteamBackground:5
lightgray
.....
.....
.....
.0...
.....
SteamForeground:0
white
.....
.....
.....
.....
.....
SteamForeground:1
white
.....
.....
0.00.
000.0
.0000
SteamForeground:2
white
.....
.....
.....
.0...
..00.
SteamForeground:3
white
.....
.....
.....
.....
...0.
SteamForeground:4
white
.....
.....
.....
.....
.....
SteamForeground:5
white
.....
.....
.....
.....
.....
TempRevive
transparent
TempRemoveIce
transparent
TempSwordCheck
pink
TempBreatheFireMessage
transparent
=======
LEGEND
=======
. = Background
# = Wall
& = Wall2
% = Fence
$ = LetterS
a = Adventurer and TempRemoveIce
M = Employee
P = SleepingDragon
D = Dragon:right
N = Dragon:left
H = HotRock:Inactive
J = HotRock:Active
E = egg:inactive
f = egg:active
C = CustomerFreezing
R = CustomerRare
U = CustomerBurned
G = DraconicCustomerFreezing
k = DraconicCustomerRare
L = DraconicCustomerBurned
x = Revive
@ = Fan
b = breakablewall
i = ice
s = sword:right
q = LevelExit
} = TempBreatheFireMessage
Dragon = Dragon:directions
DragonFire = DragonFire:directions
Wind = Wind:directions
HotRock = HotRock:ActiveStatus
Egg = Egg:ActiveStatus
AdventurerFreezing = AdventurerFreezing:Count
SteamBackground = SteamBackground:Count
SteamForeground = SteamForeground:Count
Sword = Sword:directions
Customer = CustomerFreezing or CustomerRare or CustomerBurned
DraconicCustomer = DraconicCustomerFreezing or DraconicCustomerRare or DraconicCustomerBurned
EmployeePushable = CustomerFreezing or CustomerRare or DraconicCustomerFreezing or DraconicCustomerRare or Ice or SleepingDragon or Revive
GenericCustomerRare = CustomerRare or DraconicCustomerRare
Player = Dragon:directions or Adventurer or Employee
BlocksDragonFire = Dragon or Wall or HotRock or ice
BlocksSword = Wall or HotRock or Fence
=========
MAPPINGS
=========
Count => PlusOne
0 1 2 3 4 5 -> 1 2 3 4 5 5
=======
SOUNDS
=======
DragonFire create 39437402
Wind create 16137609
BrokenEgg create 80529904 (36965907)
sfx0 29250504 (can't move when frozen)
sfx1 42166404 (burn customer)
sfx2 66347708 (revive)
sfx3 52379909 (warm up)
Water create 42954608
Adventurer destroy 2499004
Revive destroy 73706804
SleepingDragon destroy 74972008
================
COLLISIONLAYERS
================
Background
Background2
water
SteamBackground:Count
LevelExit
CustomerBurned, DraconicCustomerBurned
Dragon, SleepingDragon, Adventurer, Employee, Wall, Wall2, Fence, LetterS, LetterA, LetterU, LetterN, BreakableWall, ice, HotRock, Egg, sword, CustomerFreezing, CustomerRare, DraconicCustomerFreezing, DraconicCustomerRare, Fan, Revive
AdventurerFreezing:Count
BrokenEgg
DragonTail:directions
DragonFire:directions Wind:Directions
SteamForeground:Count
TempRemoveIce
TempSwordCheck
TempBreatheFireMessage
TempRevive
======
RULES
======
[ Wall2 ] [ no Background2 ] -> [ Wall2 ] [ Background2 ]
[ > Adventurer AdventurerFreezing:5 ] -> [ stationary Adventurer AdventurerFreezing:5 ] sfx0 (adventurer can't move if frozen)
[ > Adventurer | HotRock ] -> [ > Adventurer | > HotRock ] (adventurer pushes hotrocks?)
(adventurer's sword movement - janky?)
[ > Adventurer | Sword ] -> [ > Adventurer | > Sword:> ]
[ < Adventurer | Sword ] -> [ < Adventurer | < Sword:> ]
[ ^ Adventurer | Sword ] -> [ ^ Adventurer ^ TempSwordCheck | Sword ^ TempSwordCheck ]
[ v Adventurer | Sword ] -> [ v Adventurer v TempSwordCheck | Sword v TempSwordCheck ]
[ > TempSwordCheck | ] -> [ | stationary TempSwordCheck ]
[ TempSwordCheck BlocksSword ] -> cancel sfx0
[ Sword ][ Adventurer | TempSwordCheck ] -> [ ][ stationary Adventurer | sword:> ]
[ TempSwordCheck ] -> []
[ action Adventurer ] -> [ stationary Adventurer ] (action does nothing for adventurer)
[ Dragon ][ Adventurer no AdventurerFreezing:5 ] -> [ stationary Dragon ][ Adventurer no AdventurerFreezing:5 ] (Dragon doesn't move when adventurer unfrozen)
( Dragon looks in the direction you press, or moves in that direction if already facing there. Code added by Patrick. )
[ up Dragon:up ] -> [ up Dragon:up ]
[ up Dragon:down ] -> [ Dragon:up ]
[ up Dragon:right ] -> [ Dragon:up ]
[ up Dragon:left ] -> [ Dragon:up ]
[ down Dragon:up ] -> [ Dragon:down ]
[ down Dragon:down ] -> [ down Dragon:down ]
[ down Dragon:right ] -> [ Dragon:down ]
[ down Dragon:left ] -> [ Dragon:down ]
[ right Dragon:up ] -> [ Dragon:right ]
[ right Dragon:down ] -> [ Dragon:right ]
[ right Dragon:right ] -> [ right Dragon:right ]
[ right Dragon:left ] -> [ Dragon:right ]
[ left Dragon:up ] -> [ Dragon:left ]
[ left Dragon:down ] -> [ Dragon:left ]
[ left Dragon:right ] -> [ Dragon:left ]
[ left Dragon:left ] -> [ left Dragon:left ]
( Commented out by patrick )
([ > Dragon:directions | ] -> [ > Dragon:> | ])
(Dragon Breathes Fire in a line)
[DragonFire] -> []
[Wind] -> []
[ action Dragon:> | Fan ] -> [ Dragon:> | Fan Wind:> ] again
[ action Dragon:> | no Fan ] -> [ Dragon:> | DragonFire:> ] again
[ DragonFire:> Ice ] -> [ Water ] ( Special case for facing into ice )
[ DragonFire:> BlocksDragonFire ] -> [ BlocksDragonFire ] ( this line dded by patrick for when you face the wall and press Action )
[ DragonFire:> no BlocksDragonFire | no DragonFire no BlocksDragonFire ] -> [ DragonFire:> | DragonFire:> ]
[ Wind:> no BlocksDragonFire | no Wind no BlocksDragonFire ] -> [ Wind:> | Wind:> ]
[ DragonFire HotRock:Inactive ] -> [ DragonFire HotRock:Active ]
[ DragonFire:> | HotRock:Inactive ] -> [ DragonFire:> | HotRock:Active ]
(
[ DragonFire Ice ] -> [ DragonFire Water ]
[ DragonFire:> | Ice ] -> [ DragonFire:> | Water ]
)
[ DragonFire BreakableWall ] -> [ DragonFire ]
[ DragonFire:> | BreakableWall ] -> [ DragonFire:> | ]
[ DragonFire egg:Inactive ] -> [ DragonFire BrokenEgg ] (inactive egg is destroyed by fire)
[ DragonFire Adventurer ] -> [ DragonFire ] (destroy adventurer)
(eggs are active if next to heat source)
late [ Egg ] -> [ Egg:Inactive ]
late [ Egg | HotRock:Active ] -> [ Egg:Active | HotRock:Active ]
(customers are warmed or burned by dragon breath)
late [ CustomerFreezing DragonFire ] -> [ CustomerBurned DragonFire ] sfx1
late [ CustomerRare DragonFire ] -> [ CustomerBurned DragonFire ] sfx1
(late [ CustomerRare | DragonFire ] -> [ CustomerBurned | DragonFire ])
late [ CustomerFreezing | DragonFire ] -> [ CustomerRare | DragonFire ] sfx3
late [ DraconicCustomerFreezing DragonFire ] -> [ DraconicCustomerBurned DragonFire ] sfx1
late [ DraconicCustomerFreezing | DragonFire ] -> [ DraconicCustomerRare | DragonFire ] sfx3
(ice melts by dragon breath)
late [ Ice DragonFire ] -> [ Water DragonFire ]
late [ Ice | DragonFire ] -> [ Water | DragonFire ]
(dragon revives people)
late [ SteamBackground:5 ] -> []
late [ SteamBackground:4 ] -> [ SteamBackground:5 ] (steam animation)
late [ SteamBackground:3 ] -> [ SteamBackground:4 ]
late [ SteamBackground:2 ] -> [ SteamBackground:3 ]
late [ SteamBackground:1 ] -> [ SteamBackground:2 ]
late [ SteamBackground:0 ] -> [ SteamBackground:1 ]
late [ SteamForeground:5 ] -> []
late [ SteamForeground:4 ] -> [ SteamForeground:5 ]
late [ SteamForeground:3 ] -> [ SteamForeground:4 ]
late [ SteamForeground:2 ] -> [ SteamForeground:3 ]
late [ SteamForeground:1 ] -> [ SteamForeground:2 ]
late [ SteamForeground:0 ] -> [ SteamForeground:1 ]
late [ DragonFire Revive ] -> [ DragonFire Revive TempRevive ] sfx2
late [ TempRevive | no TempRevive no Wall no ice ] -> [ TempRevive | TempRevive ] (spread revive in an area)
late [ TempRevive CustomerBurned ] -> [ TempRevive CustomerFreezing ]
late [ TempRevive DraconicCustomerBurned ] -> [ TempRevive DraconicCustomerFreezing ]
late [TempRevive Revive ] -> [TempRevive Revive SteamBackground:2 SteamForeground:2] (spawn steam graphics)
late [TempRevive | Revive ] -> [TempRevive SteamBackground:1 SteamForeground:1 | Revive]
late [TempRevive] -> [TempRevive SteamBackground:0 SteamForeground:0]
late [ Revive TempRevive ] -> []
late [ TempRevive ] -> []
(wind pushes people)
[ Customer Wind:> ] -> [ > Customer Wind:> ]
[ DraconicCustomer Wind:> ] -> [ > DraconicCustomer Wind:> ]
(employee pushes things)
[ > Employee | EmployeePushable ] -> [ > Employee | > EmployeePushable ]
[ > EmployeePushable | EmployeePushable ] -> [ > EmployeePushable | > EmployeePushable ]
(employee relaxes)
[ action Employee ] [ SleepingDragon ] -> [ CustomerFreezing ] [ Dragon:right ]
(player freezes if away from heat)
late Count [ AdventurerFreezing:Count no Adventurer][ Adventurer ] -> [ ][ AdventurerFreezing:PlusOne Adventurer ]
late [ Adventurer no AdventurerFreezing ] -> [ Adventurer AdventurerFreezing:1 ]
late [ AdventurerFreezing ][ Adventurer | HotRock:Active ] -> [ ][ Adventurer | HotRock:Active ]
late [ TempRemoveIce ][AdventurerFreezing] -> [][]
late [ TempRemoveIce ] -> []
late [AdventurerFreezing no Adventurer ] -> []
(aesthetics)
late [ DragonTail:directions ] -> []
late [ | Dragon:> ] -> [ DragonTail:> | Dragon:> ]
right [ LetterS | no LetterA | | | ] -> [ LetterS | LetterA | LetterU | LetterN | LetterA ]
[ right Player LevelExit ] -> [] win (temp/only certain levels?)
[ moving Dragon ][ TempBreatheFireMessage ] -> message Press X to breathe fire
[ moving Dragon ][ TempBreatheFireMessage ] -> [moving Dragon][]
(ideas:
Dragon sauna could be cute - you play a dragon with a breath attack, don’t burn animals (maybe burn some?). Maybe you need to warm up to get access to breath attack, win condition starts with you just warming self up, then guests and self with sokoban, then breath attack. Breath + ice = water? Breath + water = steam? (puzzle = breathe from different directions). Ice enemies you kill? Heat up rocks adjacent to water? Push hot rocks around? Sliding on ice? Leave the sauna and explore icy wilderness? Funny setup at start with adventurer encountering dragon in a cave and it’s actually a sauna? (Could do switch up where protagonist switches from adventurer to dragon).
Puzzle = order in which you heat animals/stones? animal could change states after heating to make it easier to get around them. (Heat egg up indirectly makes it immune to dragon fire?)
Is the sauna for adventurers or other monsters or animals?
Reflective animal for breath attack?
With player exploring at the start, could have timed aspect where player must be adjacent to warm rocks so as to not freeze (5 step Steve style). Push hot rocks around, traverse to dragon cave. Unfreeze dragon? Is it funnier if player is killed by dragon like in Mortar? Or dragon slayer accidentally allies with dragon to avoid freezing? Human could cut meat with sword, dragon could cook it.
Could have multistep puzzle - adventurer moves things around to set up, then dragon moves and breathes fire.
Warm up dragon eggs?
Adventurer hatches dragon egg = control switches?
Adventurer has drod sword, makes warming self harder - dragon could warm sword?
What if adventurer moves whenever not frozen, dragon moves whenever frozen? So can switch back and forth
In the start, adventurer freezes before they stab dragon, and you start to control dragon? Maybe funny if dragon kills adventurer at start, then they work together in later levels at some point
)
==============
WINCONDITIONS
==============
no DragonFire
no CustomerBurned
no DraconicCustomerBurned
no CustomerFreezing
no DraconicCustomerFreezing
Any GenericCustomerRare
(
(allowing some broken eggs is more interesting probably - which ones/how many?)
no BrokenEgg (temp win condition)
no Egg:Inactive (temp win condition)
no DragonFire
no LevelExit
)
=======
LEVELS
=======
message KNIGHT: Ah, I can press X to undress once I found the perfect spot.
########
##.....#
##.P...#
##.....#
#####%##
#m..#.##
#...#.##
#.....##
########
message DRAGON: Could you help me out here?
message KNIGHT: Sure thing, as long as you give me a nice tan.
############
#......#####
#..P...#####
#......#####
##%##%######
##...c.#.m.#
##...c.#...#
##......cc.#
############
(temp message)
message KNIGHT: At last, my righteous quest is almost complete! I've only to brave the cold and slay the wicked dragon.
....&&&&&&&
....&j&&&&&
.......&&&&
..........q
.a........q
........j&&
..&j....&&&
.&&&&&&&&&&
(
....####
....#j##
.......#
.......q
.a.....q
.......q
..#j...#
.####### (graphics not cold enough?)
)
&&&&&&&&&&
&&&j&&&&&&
.....&&&&&
a.....&&&&
&&....j&&&
&&&&..&&&&
&&&...&&&&
&&&......q
&&&j&....&
&&&&&&&j&&
&&&&&&&&&&
(
###j######
.....h####
a.....####
......j###
#h##..####
###...##.q
###......q
###j#....#
######hj##
)
&&&&&&&&&&
&&&&&&&&&&
&&&..j&&&&
.........q
a.....&&&&
&.....&&&&
&j.....&&&
&&&....j&&
&&&j&&&&&&
&&&&&&&&&&
(
##########
##########
####.j...#
.......#.q
a.....##.q
#.....####
#j.......#
###....j.#
###j######
##########
)
(TODO: cinematic level where knight gets frozen, to be unfrozen by dragon later)
message KNIGHT: Oh no, I'm freezing! This is the end of me...
message [ 1 year later ]
message DRAGON: Breathing fire by pressing X is great for clearing out my cave once in a while.
(message DRAGON: Oh, a creature trapped in the ice?)
###########iiii
###########icii
###########iiii
###########iiii
###########%###
iiiiiiiiiiii###
.iiiiiiiiiii###
.i.iiii.ii#####
....iii.ii#####
.d..i.i..i#####
.........i#####
message KNIGHT: Thank you for saving me! Now I can get on with my goal of ... um, actually, never mind.
message DRAGON: This gives me a business idea...
message [ 1 year later ]
message DRAGON: Welcome to Red Dragon Sanuas!
(message "We cook you to rare, but not well-done!") (do we need to state this outright?)
.$.....
#######
##...##
##.d.##
##...##
##%%%##
#c...c#
#c...c#
#c...c#
#######
...$.......
###########
#.........#
#ccc...cc.#
#ccc.d.cc.#
#......cc.#
###########
.$.....
#######
#ccccc#
#.....#
#..d..#
#.....#
#ccccc#
#######
..$......
#########
#......n#
#..ccc..#
#..c.cc.#
#..c....#
#.c.....#
#......c#
######### (GOOD)
.$......
########
##iiiic#
##ciiii#
####icc#
#d.iiic#
#.iiiii#
########
..$......
#########
###c#####
#c.i..ic#
#.....i.#
#...d...#
#i.....i#
#ici...c#
#####c###
#########
...$........
############
###c########
#r....i.r###
###i.....###
###......c##
###......###
##c.i...i.r#
###....#c###
#d.i...#####
###c########
############ (simplified)
(e
...$.......
###########
###c#######
#r...i.r###
###i....###
###.....c##
##c.i..i.r#
###...cc###
#d.i..c####
###c..#####
#####r#####
########### (too big?)
)
message [ 1 year later ]
message DRAGON: Now catering to some of my peers!
..$......
#########
##.....##
##..d..##
##.....##
##%%%%%##
##.....##
#g...ggg#
##.....##
##kkkkk##
#########
#$....#
#######
#..g..#
#.g...#
#g...n#
#.....#
####### (redundant?)
#$....#
#######
#.g...#
#g...g#
#g.d.g#
#...g.#
#....g#
#######
###$....##
##########
#ggg.##gg#
#g......g#
#g....n.g#
#g......g#
#gggggggg#
##########
###$....###
###########
#.........#
#.ggggggg.#
#.ggggggg.#
#.ggggcgg.#
#.ggg##gg.#
#.g#ggggg.#
#.gcggggc.#
#.ggggggg.#
#d........#
###########
message DRAGON: Introducing our all new revitalizing steam treatment!
..$......
#########
#c.c#c.c#
#...#...#
#...c...#
#d..c...#
#...c...#
#####...#
#####.x.#
#########
(
..$......
#########
#c.c#####
#...#.x.#
#...c...#
#d..c...#
#...c..c#
#########
)
(
..$......
#########
##c.#...#
###.g...#
#...#...#
#d..#..x#
#...#c..#
######### (WIP - dragon customer impassable if warmed))
(TODO: level where you kill customers to get past them - only some though, because they come back frozen)
(TODO: level where you kill a lot and revive at the end)
(TODO: level where you don't want to heat dragon customer because you want to destroy and revive them)
(TODO: level about area of effect of revival steam - in region?)
message KNIGHT: Ah, I can press X to undress once I found the perfect spot.
########
##.....#
##.P...#
##.....#
#####%##
#m..#.##
#...#.##
#.....##
########
message DRAGON: Could you help me out here?
message KNIGHT: Sure thing, as long as you give me a nice tan.
############
#......#####
#..P...#####
#......#####
##%##%######
##...c.#.m.#
##...c.#...#
##......cc.#
############
( more levels here, including a final level )
( Challenge levels? )
message The end!
(
message [ 1 year later ]
message These fans help me push around oblivious customers.
message Press X while facing into a fan.
#######
#d...c#
#.@.c.#
#.....#
##.####
##c####
##.####
#.c.###
#...###
#.c.###
#...###
#######
#########
###.....#
###.@@@.#
#..d....#
#.@.ccc.#
#.@.ccc.#
#.@.ccc.#
#.......#
#########
############
#r........r#
#rc.c.c@..r#
#r.c.cc@..r#
#r......n.r#
############)
message sandbox levels (not necessarily solvable)
#####qq####
#####..####
####...####
#........##
........}.#
as.....}n}#
#.......}.#
###......##
###########
###########
############ ( test level )
#...ccc....#
#..........#
#.....#.c..#
#.n...#....#
#.......#..#
#..........#
############
############ (WIP)
######ehe.##
##eh##..e.##
##..#h..he##
##..#e....##
##he.....e##
#he..d...he#
#......e...#
#.....eh...#
############ (warm up eggs with indirect heat)
..$.......
##########
#.d.....c#
#.......c#
#.......c#
#.......c#
#.......c#
#.......c#
#cccccccc#
##########
####..........
#........e.j..
#eh...eh.h....
#.............
#...d..eh.e...
#.............
#....e.he.he..
#..f...e......
#..jf.........
############
#...ccc....#
#..c....g..#
#....g..c..#
#.n...g....#
#...g....g.#
#.....c....#
############
###########
#iii###icc#
#iiiiiiicc#
#...###...#
#.d.###...#
#...###.x.#
###########
###########
####ccc####
##c.....c##
#c...d...c#
##...x...##
###########
####..
#.c#..
#..###
#.d..#
#..c.#
#..###
####..
###########
###########
#..e.##...q
...e.##...q
d..#..##e##
####..e...#
####..#...#
###########
###########
##he.b...##
##...b...##
##...#...##
##..eh...##
##...#...##
##bbb######
#e..b######
#h..b..d.##
#####...he#
########e##
########### (WIP, kinda don't like the breakable walls)
####..........
#.............
#.....bbb.....
#.....bbb.....
#...d.........
#.....iii.....
#.....iii.....
#.............
#............e
####..........
#.............
#.............
#.............
#...d.........
#.............
#.............
#.............
#.............
(
######
#....#
#.#P.#
#.*@.#
#.O@.#
#....#
######)
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